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How Long Does It Take To Repair Ships In Hoi4

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A transport refers both to a piece of equipment produced by dockyards and, once launched and manned, a member of a task forcefulness ready to participate in naval warfare.

Hull types [edit | edit source]

See also: Naval technology

Hulls are the foundational component of ships, and are unlocked through research. Each hull type contains a number of module slots. These slots can be populated by modules via the Ship Designer in club to form complete ship designs (a.k.a. variants) that can exist produced by dockyards.

At the start of the game, each state will have a selection of pre-existing ship variants available for production, based upon hull types which have already been researched.

Some hull types may serve every bit the foundation for more than than ane ship type, depending upon the modules that are fitted during the pattern of a given transport variant. For example, cruiser hulls tin can serve as the basis for light cruisers or heavy cruisers depending upon the type of guns that are fitted.

Hull types and their corresponding ship blazon(s) are listed below:

Hull blazon Ship type(due south)
Destroyer hull Destroyer
Cruiser hull Light cruiser
Heavy cruiser
Heavy ship hull Battlecruiser
Battleship
Super heavy battleship hull Super heavy battleship
Carrier hull Carrier
Submarine hull Submarine

Ship types [edit | edit source]

Surface warships are categorised either as capital ships or screen ships, while submarines and convoys have their own unique mechanics.

Uppercase ships [edit | edit source]

As the main surface combatants, majuscule ships are designed to sink enemy ships in surface battles.

Capital ship production time

  • Super heavy battleship (SHBB): SHBBs are particularly powerful and heavily-armored battleships, based upon a dedicated SHBB hull. Unlike other hulls which receive new iterations over the years, at that place is only one SHBB hull in the tech tree. SHBBs are powerful plenty to remain a potent threat throughout the game despite the lack of hull iterations. Withal, they are also prohibitively expensive and take a very long time to build.
  • Battleship (BB): With their heavy armor, battleships are capable of surviving substantial amounts of incoming fire from the enemy boxing line. They can also deal considerable damage of their own. Battleships are expensive and accept some fourth dimension to build.
  • Battlecruiser (BC): Battlecruisers share the same hull as battleships, but are distinguished by somewhat lighter armor and a lower structure toll. Although they can withstand less impairment than a battleship, their lighter weight likewise makes them faster and harder to hit.
  • Heavy cruiser (CA): Heavy cruisers share the aforementioned hull every bit light cruisers, and are distinguished by their heavier guns. With the lightest armor of whatever uppercase ship, heavy cruisers have low survivability against battlecruisers and battleships.
  • Carrier (CV): Carriers are expensive to build, and are populated by specialised aircraft which must exist built separately as well. The combined fuel cost of a carrier and its air wings can be considerable. Once these hurdles have been surmounted, carrier air wings can vie for control of the air and bargain flop damage to enemy ships during naval battle. Outside of naval battle, carriers may also exist used equally mobile air bases.

Screen ships [edit | edit source]

Screen ships are named for their ability to protect capital ships and convoys from torpedoes during naval battles.

  • Light cruiser (CL): Tougher and more expensive than destroyers, light cruisers are highly versatile and can exist outfitted for a range of roles. When equipped with airplane catapults, they can serve as excellent scouts. When dedicated to firepower, they excel at destroying other screens.
  • Destroyer (DD): As the lightest screen ships, the strength of destroyers lies in their numbers. During battle, they tin can grade the bulk of a screening line to protect capital ships from torpedoes. Destroyers are also ideally suited to convoy escort missions. Both of these roles call for a sufficient quantity of ships, and destroyers are the most economic vessel to produce in the numbers required. They besides boast relatively depression fuel requirements. Beyond their basic armament, they can exist outfitted with additional guns to increase their effectiveness against other screen ships, or torpedoes to threaten uppercase ships.

Submarines [edit | edit source]

  • Submarine (SS): Cheap, slow, and stealthy, submarines are frequently used as convoy raiders and minelayers. During naval battle, submarines may exist hidden under certain circumstances, which protects them from attack.

Convoys [edit | edit source]

Convoys are ships which acquit land units, resources, reinforcements, and lend-lease equipment across water. They are treated more abstractly than all other ship types, with a multifariousness of unique mechanics.

Convoys are distinguished past the following characteristics:

  • Convoys are mostly unarmed, except for 0.2 Light Gun with Piercing 1 and 0.1 Anti-Air.
  • The positions of convoys are not shown on the map, regardless of map mode. (Convoy routes can be seen on the strategic navy map mode.) Convoys are only ever directly seen during naval battles, e.g. when a convoy raiding task force automatically interdicts some convoys.
  • Damaged convoys do not need to render to dockyards in social club to be repaired. Any convoy that is damaged (just non destroyed) during boxing will be immediately restored to perfect condition afterwards the battle has concluded.
  • Convoys that are not currently in apply are kept in an abstract reserve, and have no tangible presence in the game world.
  • Convoys cannot exist directly controlled by the player. However, information technology is possible to influence convoy routes by setting access levels for specific regions.
  • The concepts of hulls and modules do not apply to convoys. Instead, at that place is only one standard convoy model. In that location are no technologies available to unlock more avant-garde convoy models.
  • It is non possible to create convoy variants.
  • Convoys cannot be named.

Convoys are defenseless confronting enemy warships, but can be escorted by friendly warships for protection.

Floating harbors [edit | edit source]

Floating harbors (sometimes chosen Mulberry harbors) are "ships" that tin human action as a temporary supply hub for naval invasion purposes. If y'all own at least one, yous will have access to a unique naval invasion order where they will exist automatically used upon landing on an enemy shore. They create a fully stocked supply hub at the location of the naval invasion, but they simply final for a while before disappearing, depending on dissimilar factors.

Access level [edit | edit source]

Main article: Strategic region#Naval admission level

For any strategic region containing sea provinces, an access level can be set to make up one's mind whether ships can enter the region.

Send details [edit | edit source]

Left clicking on a transport silhouette in the armada will bring upwardly its send details. From here its statistical values are visible, along with whatsoever combat history on the second tab. It is possible to rename the send by pressing its name. Carriers will evidence the attached air wings. Reorganizing air wings is done through the air wing direction system. To fleck/disband a ship press the blood-red trash bin in the upper right corner of the ship detail screen, this will return its manpower to the puddle and is an culling to sending erstwhile ships off on suicidal missions.

Carrier air wings [edit | edit source]

When building a carrier, the actor has the selection to pre-define how its air wings should be organized. Only carrier (navalized) shipping may be based on carriers, and must be researched and produced separately from their ground based counterparts. The air wings of existing carriers can be adapted past selecting the air fly in the air force overview or past selecting an air region in the air map style, which brings upward a listing of all bases, and then selecting the fleet the carrier is a part of to bring upwards the air base windows for all carriers in that fleet. From the (carrier) base of operations window the procedure is identical to establishing or modifying a wing stationed at an air base of operations.

Viewing combat statistics [edit | edit source]

Armada information, history and details

Hearts of Fe IV tracks experience, skill and history for individual ships, and this tin can exist seen in the Fleet View. Select the armada which the player wants to review. Yous will notice that each individual ship in your armada is listed with a dark-green organization and a brown strength bar, a silhouette for the ship class, a rank icon to prove the ship's experience level, a vertical progress bar showing how much feel that ship has accumulated towards the next rank and the proper name of the send. If the transport has participated in combat and sunk any enemy vessels, an additional icon appears History Report.png next to the transport name for history. Holding the mouse over this history icon will give you a summary of how many ships the player has sunk with this vessel. Clicking on the history icon will open the ship details pop up displaying the history of ships sunk for that particular vessel.

Statistics [edit | edit source]

Each class of send has a number of values referred to as stats. These are described beneath. Nigh of these stats tin be improved by edifice a variant. However, be aware that increasing i stat volition adversely impact a different stat. Reference Variant and Variant Upgrading and Variant Naval. Researching Naval doctrine can also increase stats.

Base stats [edit | edit source]

  • Maximum speed. Maximum speed represents a value that indicates how apace a naval vessel can motility nether optimal weather. A faster ship has an easier time of disengaging from pursuers. It is likewise less likely to be striking by enemy fire, can pursue contacts easier when spotting the enemy, and moves faster outside of battle.
  • Maximum range. A ship'due south range represents its onboard stores of fuel and foodstuffs, which volition limit how far it can travel from the nearest friendly Naval Base.
  • Organization. Organization is an indicator of a send's combat readiness. The higher the organization rating of a ship, the longer it can stay in a fight. A send with low or no organisation cannot fight or move effectively. Reference Defines NNavy COMBAT_LOW_ORG_HIT_CHANCE_PENALTY.
  • Deck size. Deck size is a measurement of how many planes a carrier can fit on board. The human action of exceeding a carrier's deck size (aeroplane limit) is known as carrier overcrowding and information technology results in a penalty to carrier aeroplane missions. The overcrowding penalization is double the pct by which planes exceed deck size. For example, a carrier with a deck size of 45 is express to a maximum of 45 planes before triggering the overcrowding penalty. Each aeroplane exceeding 45 adds a mission penalty of approximately -4.4% per airplane. If the full number of planes on this carrier was 55, and then the x actress planes would upshot in a mission penalty of -44% . The Massed Strikes naval doctrine (reference Naval doctrine Massed Strikes) reduces the penalisation for crowding likewise many planes on an shipping carrier by -20% . In the example above, the Massed Strikes naval doctrine would have reduced the overcrowding mission punishment from approximately -4.iv% to -3.52% per aeroplane or from -44% to -35.ii% for x planes. Even with massed strikes however, exceeding deck size is a net loss.
  • HP. HP is an abbreviation for "hit points" and is the power to blot damage. Information technology represents forcefulness which is how much harm a transport can sustain earlier being destroyed.
  • Reliability. Reliability is the ability of a ship to go along functioning during combat. The lower the value the more than likely the ship is of suffering a disquisitional hit. Ships may receive critical hits that are much stronger than usual hits primarily because of exploding ammo or fuel tanks. Increasing a ship's reliability volition reduce the chance that a received hit becomes disquisitional. Note that the highest critical chance is done by torpedoes and non past a ship's master guns. Reference attrition and accidents.
  • Supply use. How much supply the unit consumes per twenty-four hours. Please read Supply on the significance of this.

Combat stats [edit | edit source]

  • Low-cal Attack. Impairment done by light guns. Calorie-free guns are better at targeting smaller ships.
  • Lite Piercing. Armor piercing of light guns.
  • Heavy Assault. Damage done by the heavy guns. Heavy guns are better at targeting bigger ships.
  • Heavy Piercing. Armor piercing of heavy guns.
  • Torpedo set on. Torpedo attack is a value that represents a vessel's capability to harm enemy ships via torpedoes.
  • Depth charges. Depth charges are a value that represents a ship's capability to harm enemy submarines via depth charges.
  • Armor. Armor is a value that represents a ship's steel decking thickness, belt thickness, bulkheads, etc. The purpose of armor is to assistance protect a ship from attack. Come across Naval_battle#Armor_piercing.
  • Anti-air. Anti-air, likewise known as Naval AA attack, is a value that represents how much firepower that a ship's anti-air guns can provide in shooting down enemy planes. This value adds a positive modifier to the "to striking" die of friendly ships' attacks confronting air units. The higher the number, the better to protect confronting both land based and carrier based air attacks. The naval AA attack value also protects against port strike attacks. Researching the Grand Battlefleet Naval doctrine increases all of your ships' anti-air values by +10% .

Misc. stats [edit | edit source]

  • Fuel Usage. How much fuel a unit uses while it is operating. Sea units will swallow fuel while on agile missions or during preparation. Ship's effective fuel use per day is 2.4 times the nominal fuel usage shown in the ship'due south stats.
  • Surface visibility. Surface visibility is a value that represents a transport'due south contour. This value is the "hibernate in shadows" score. The higher the value, the more than visible a surface send becomes making information technology more likely to exist spotted and attacked. The smaller the value, the less visible the ship becomes making it harder to spot. The enemy tin't destroy a armada it tin't come across. For example, a Japanese fleet with minimal surface visibility score can sneak its surface fleet by Singapore in the Straits of Malacca. Surface visibility tin can exist reduced (-x%) by hiring a raiding armada naval blueprint company such equally Germany's Blohm & Voss Idea blohm und voss.png or past researching the proper naval doctrine.
  • Surface detection. Surface detection is a transport's power to find enemy vessels navigating on acme of the sea (not nether the sea such equally submarines). A fleet tin only engage ships if information technology knows they're at that place. A ship starts out subconscious and has a chance to be spotted if information technology gets too close to an enemy ship (ships may as well exist spotted past aircraft). Reference Naval warfare Detection. Surface detection may be increased by the following means:
  1. Calculation more ships to a fleet or bounding main region
  2. Adding more planes to a body of water region (gaining Air Superiority)
  3. Increasing radar in a sea region
  4. Having improve decryption than an enemy vessel's encryption ( +20% improved detection for every level that your decryption is better than the enemy'southward encryption, reference Defines NNavy DECRYPTION_SPOTTING_BONUS = 0.2)
  5. Researching higher level ships
  6. Researching naval doctrines that include a bonus to surface detection
  7. In La Résistance La Résistance y'all tin can creat a spy network in that country, capture agents, crevice cypher and utilize spy planes to proceeds naval intel.
  • Sub visibility. Sub visibility is a value that represents a submarine's outline. This value is the "hibernate in shadows" score. The higher the value, the more visible a submarine becomes making it more likely to be spotted and attacked. The smaller the value, the less visible the submarine becomes making it harder to spot.
  • Sub detection. Sub detection is a ship's ability to find enemy submarines. A fleet tin only engage submarines if it knows they're in that location. A submarine starts out subconscious and has a chance to be spotted if it gets likewise shut to an enemy ship (submarines may also be spotted by aircraft). Destroyers are best at hunting submarines followed by calorie-free cruisers due to their loftier sub detection power and use of depth charges. Majuscule ships are poor at sub hunting due to their low sub detection and lack of depth charges. Sub detection may be increased by the post-obit means:
  1. Adding more ships, especially destroyers and light cruisers, to a fleet or body of water region
  2. Adding more planes to a bounding main region (gaining Air Superiority)
  3. Increasing radar in a bounding main region
  4. Having better decryption than an enemy vessel's encryption ( +twenty% improved detection for every level that your decryption is better than the enemy's encryption, reference Defines NNavy DECRYPTION_SPOTTING_BONUS = 0.2)
  5. Researching college level destroyers and light cruisers
  6. Creating destroyer and light cruiser variants incorporating higher sub detection
  7. Hiring an escort fleet design visitor such equally the United kingdom'due south Yarrow Shipbuilders Yarrow Shipbuilders.png ( +x% sub detection for screen ships)
  8. Researching naval doctrines that include a bonus to sub detection
  9. Adding an anti-submarine specialist (+10%) , anti-submarine adept (+15%) , or anti-submarine genius (+20%) to the military staff
  10. In La Résistance La Résistance you lot tin can create a spy network in that country, capture agents, crack cypher and use spy planes to proceeds naval intel.

Hulls [edit | edit source]

Hull blazon Hull ManpowerService Manpower Surface detection Sub detection Surface visibility Sub visibility Depth charges Max Speed (kn) Max Range (km) HP Module Slots Reliability % (Θ) Fuel Usage Production costProduction Cost Resources
Steel Chromium
Destroyer Early 250 20 1 10 1 25 1500 25 8 80 (64) 400 2
1936 325 20 1 10 1 25 1800 twoscore 8 85 (68) 500 ii
1940 400 20 1 10 1 25 2000 50 9 90 (72) 550 3
1944 500 xx ane 10 1 25 2500 60 x 92 (73) 600 iv 1
Cruiser Littoral Defense Ship[1] 1800 20 1 twenty 15 1500 100 11 80 (64) 20 3500 three
Panzerschiff[two] 1800 xx 1 22 xx 7500 220 11 fourscore (64) twenty 3500 3
Torpedo[3] 960 20 one xv 25 4000 140 12 ninety (72) 20 1700 3
Early on 600 20 1 xv 20 2500 100 10 80 (64) 20 1800 i
1936 800 20 1 15 25 3000 110 eleven 85 (68) xx 1900 2
1940 1200 20 i 15 27 4000 120 12 90 (72) twenty 2000 2
1944 1400 20 1 fifteen 28 4500 130 12 95 (76) 20 2100 three
Battleship Pre-Dreadnought[4] 3200 20 one twenty 13 2250 300 ten 65 (52) 67 3000 1 1
Super Heavy 9000 20 1 twenty 22 4500 700 fourteen 80 (64) 75 5500 one 1
Early on 4000 xx one twenty 20 3000 350 11 fourscore (64) 67 3300 1 1
1936 5200 twenty 1 twenty 22 3500 370 11 85 (68) 67 3400 one ane
1940 6000 20 1 twenty 24 4000 400 12 90 (72) 67 3500 1 1
1944 6000 twenty 1 20 26 4500 450 12 95 (76) 67 3600 ane ane
Carrier Converted Cruiser 1000 26 5 30 20 4000 125 six 65 (52) 87 2700 3 1
Converted Battleship 5000 26 v xxx 23 4000 325 vii 65 (52) 87 2700 four i
1936 4500 26 5 30 26 3000 250 7 70 (56) 87 2450 3 1
1940 5000 26 five 30 26 4000 325 8 75 (threescore) 87 2600 4 ane
1944 5500 26 5 xxx 26 5000 350 9 80 (64) 87 3250 four 2
Submarine Cruiser[v] 200 20 i 20 eleven 5000 30 5 75 (sixty) 1 390 2
Early 200 20 1 25 fourteen 2500 10 3 60 (48) 1 220 1
1936 200 20 one twenty xiv 4000 20 three 70 (56) 1 250 2
1940 200 twenty 1 15 15 5000 30 5 75 (60) 1 320 2
1944 200 20 1 12 sixteen 6000 35 5 fourscore (64) 1 450 three 1

Θ Other than the Hull, but Engine and Fire Control modules touch on Reliability. Since all Engine modules beyond all ship types provide the same flat xx% reduction, that is represented in the parenthesis higher up.

Modules [edit | edit source]

Module Blazon Module ManpowerService Manpower Surface detection Sub detection Surface visibility Sub visibility Armor Lite Attack Lite Piercing Heavy Assault Heavy Piercing Torpedo Attack Depth charges Anti-Air Minelaying Minesweeping HP Max Speed Reliability (%) Fuel Usage Production costProduct Cost Resource
Steel Chromium
Engine Light Engine I 5, 21% -20% 7 xc
Light Engine Two 5, 32% -twenty% 8 120
Light Engine III 5, 42% -20% 10 150
Low-cal Engine IV 5, 47% -xx% x 170
Cruiser Engine I 5, 20% -20% 12 400
Cruiser Engine II six, 30% -xx% 16 480
Cruiser Engine III seven, 35% -20% 20 550
Cruiser Engine Iv 7, 40% -20% 24 670
Heavy Engine I 7, 20% -20% xx 1800
Heavy Engine 2 10, 30% -20% 25 2200
Heavy Engine III xi, twoscore% -twenty% 30 2600
Heavy Engine IV 12, 45% -20% 35 3000
Carrier Engine I 5, xx% -20% 12 400
Carrier Engine 2 5, thirty% -20% 16 480
Carrier Engine III 5, 40% -20% 20 550
Carrier Engine Iv five, 45% -20% 24 670
Submarine Engine I 5, v% -twenty% 7 90
Submarine Engine II -5% 5, 10% -20% 8 120
Submarine Engine III -10% 5, 15% -xx% 10 150
Submarine Engine IV -xv% 5, 20% -20% ten 170
Battery Lite Battery I 1 1 -i% 90
Light Battery II 1.5 two -1% 120
Calorie-free Battery 3 2 2.5 -1% 150
Low-cal Bombardment IV 3 2.5 -two% 175 1
Light Cruiser Bombardment I 4 five.5 twenty -iii% 225
Lite Cruiser Battery II v 7 20 -4% 275
Light Cruiser Battery Iii six 8 twenty -4% 300 1
Calorie-free Cruiser Battery Iv seven.five ix twenty -5% 350 1
Heavy Cruiser Battery I 3.5 six.75 18 forty% -4% 750 one
Heavy Cruiser Battery Ii three.5 7.25 21 forty% -6% 800 1
Heavy Cruiser Battery III iii.v 7.75 24 xl% -seven% 825 ii
Heavy Cruiser Battery IV 3.v 9 27 twoscore% -8% 900 2
Heavy Bombardment I 11 31 -5% 1275 1
Heavy Bombardment Two 12 36 -8% 1350 1
Heavy Battery 3 13 xl -nine% 1450 i
Heavy Bombardment IV 15 43 -10% 1650 1 1
Super Heavy Battery 16 50 -10% 1800 1 1
Dual-Purpose Master Battery 3 two 3 -2% 300 1
Secondary Battery Secondary Battery I 3 5.5 -2% 180
Secondary Bombardment II 4 vii -2% 240
Dual-Purpose Secondary Battery 4.5 8 2.5 -three% 290
Anti-Air Anti-Air I 1.five, x% -1% 90, ii.five%
Anti-Air II 2, 10% -i% 120, 2.5%
Anti-Air Three 3, 12.v% -1% 150, 2.five%
Anti-Air IV 4, 15% -one% 190, two.5%
Torpedo Launcher Torpedo Launcher I 18 -ane% 90
Torpedo Launcher II 27 -1% 120
Torpedo Launcher III 36 -one% 150
Torpedo Launcher IV 45 -i% 180
Torpedo Tubes Torpedo Tubes I 14 80
Torpedo Tubes II 18 100
Torpedo Tubes III 22 120
Torpedo Tubes 4 28 140
Armor Cruiser Armor I 6 0% -five% 10%
Cruiser Armor II 8 five% -7.5% 15% one
Cruiser Armor III 10 ten% -10% twenty% 1 ane
Cruiser Armor 4 12 fifteen% -12.5% 25% ii 1
Battleship Armor I x 26 5% -20% xx% 1
Battleship Armor II 10 31 10% -xx% 20% ane
Battleship Armor 3 10 40 15% -20% twenty% ii 1
Battlecruiser Armor I eight 20 5% -x% 7.v%
Battlecruiser Armor II 8 25 ten% -10% 7.5% 1
Battlecruiser Armor Iii 8 thirty 15% -10% 7.v% 1 1
Super-Heavy Armor 10 55 x% -25% 25% 2 i
Flight Deck Armor v 25 -5% 10% 1
Burn Control Systems Fire Control 0 five% five% 60
Fire Command I ten% x% 10% -5% xc
Fire Control II 15% fifteen% 15% -7.5% 120
Burn Control 3 20% 20% 20% -ten% 180
Sonar Hydrophones iv 40
Active Sonar vii 60
Radar Radar I v 80
Radar Two vii ii 110
Radar Iii 12 6 five% 5% five% 140
Radar IV 18 14 10% 10% 10% 170
Anti Submarine Warfare Depth Charge I 8 -two% xc
Depth Charge II 12 -2% 120
Depth Charge III sixteen -two% 150
Depth Charge IV xx -2% 180
Mine Warfare Minelaying Tubes i 90
Minelaying Track one -2% 90
Minesweeping Gear 1 -2% thirty
Hanger Space Hanger Space 500 -5% 2000 ane
Shipping Facilities Floatplane Catapult seven 2.five -1% 150
Improved Floatplane Catapult ten 3.5 -one% 170
Snorkel Bones Schnorkel -x% fifty
Improved Schnorkel -20% lxx
  1. Exclusive to Man the GunsMan the Guns; available to Argentina, China, Chile, Denmark, Finland, Greece, Netherlands, Italia, Japan, Kurdistan, Mexico, Kingdom of norway, Republic of peru, Siam, Sweden, Turkey, Yugoslavia. In combination with Battle for the BosporusBattle for the Bosporus: Unlocked via Bulgaria's A Black Sea Armada national focus. In combination with Death or DishonorExpiry or Dishonor: Unlocked via Romania's Coastal Defense force Ships national focus
  2. Exclusive to Man the GunsMan the Guns and Federal republic of germany
  3. Unlocked via Japan's Torpedo Cruisers national focus
  4. Exclusive to Man the GunsMan the Guns and Germany/Greece
  5. Exclusive to Man the GunsHuman the Guns; available to Nihon or through whatsoever of these national focuses: Germany's U-Boat Effort, Greece'due south A Modern Navy (also requires Battle for the BosporusBattle for the Bosporus), USA's Fleet Submarines

Source: https://hoi4.paradoxwikis.com/Ship

Posted by: cullenpamentier77.blogspot.com

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